They describe a "sparse set" designed for sequential identifiers -- how does that compare to something like an in memory b+ tree?
But, it's easy to think of data for a component system as a table where each row is associated with an entity so I can see why you draw the similarity.
How would you implement ECS, a system for tracking the state of game entities, in a stateless manner? Can you expand on that?
Stateful way: your Inventory Manager component iterates through its private array of item entities to mark their model components as shown or hidden, then calls the dependency injected character's avatar component to update its animation state.
Stateless way: you flip an integer in character's struct, and the rendering function does something different.